The Concept said:I once believed that Thor had the power of lightning. I now see it's the power to cross things out. I've never encountered more crossed out text. Since you left it here and just crossed it out instead of deleting, I don't know if you still mean to say it. I'm going assume you still mean it.
Thor, I don't doubt Glyph being factually right. I was just curious about what I asked.
NEWB said:But doesn't pk fire chain together if they di back? I figure you could chain pk fire if they do that.
Bashdemears said:That's IF they miss the tech.
Lemee restate. In comparison to the rest of the cast, Jiggs has pretty ****** throws.
Give me this much now, are you reverting the moves to their old version or trying to salvage this new version?
Pk fire is unpunishable in the same way EVERY projectile in the game is. Its also not even a guaranteed followup if your opponent has spent even a little time learning how to DI. Exact same problem with dthrow. This nonsense about 'BUT IT TRUE COMBOS :'(' has gone on for waaaaay too long. You know who else's throws lead into followups?MY MOM'Severybody's! There might be like two characters who CAN'T follow up. But treating Ness' dthrow like its even remotely in need of nerfs just shows an inability to DI effectively.
He sure does, unless he's stuck in hitstun.Also, if you died in three hits to ness that's YOUR fault, not ness'. You literally could not have been above what, 30%? Sonic covers a ton of vertical distance with his upb, you just didn't use it in time for whatever reason.
ZSS had obscene kill power? Ok... but why'd you have to go mess up dsmash? That move wasn't exactly easy to land, but you made a lot of ZSS players less happy with it... and I don't know who thought it was OP, but I don't think most had a problem with it doing 30% on contact because triple dsmash (just give it high base KB and zero KBG - if you take the triple you get zero combos, and if you take double to stuff cool for you).
Link dthrow true combos into utilt or aerials, last I checked... you have to read their DI but Ness does too (and against certain characters it doesn't - Jiggs can be at too high a percent for dthrow uair to connect when she DIs so she goes straight up, out of Ness's reach).
Good luck. If anything, I could teach you PSA to help your chances.If another dev doesn't like this method, ok. Maybe I'll talk to Pin about things (or just see if I can be a part of the backroom later... once I have my stuff again, and if I meet requirements).
It wasn't easy to code from my understanding. I could be wrong though. And Pit's side B is what I would say is too good. Unless you're not talking about Angel Ring.At the very least, can we not tweak stuff everyone agrees is awesome (I think Pit's side+B is a good example) and also go after stuff that everyone knows sucks (why did it take Sheik's whip so long...?)?
Again, it's not true comboing into aerials that is the problem. It's high damage throws true comboing into aerials that either true combo into themselves or KO at low percents. It's like if Link's uthrow true combod into his dair. And Falco's throws suck you say? I might have to look at him too. Next thing you know he's gonna need nerfs. Just like everyone else I work on.Falco does not have guaranteed followups (AND YET NO ONE ADDRESSES THIS!) OR a KO throw (THAT'S BULLCRAP! WHY FALCO HAVE WORST THROW GAME!?), only 2 throws that rely on terrible DI to do anything, but ROB, Link, Ness, Captain Falcon (I think), ZSS, Fox (uthrow I think...), MK [sorta, if you count dthrow and hold B), ICs, and several others do get true combos out of throws... should we nerf them all? I agree with Glyph - let's not...
Also agree with the last part of Glyph's post, at lest partly.
Kienamaru said:He sure does, unless he's stuck in hitstun.
Kienamaru said:It wasn't easy to code from my understanding. I could be wrong though. And Pit's side B is what I would say is too good. Unless you're not talking about Angel Ring.
Kienamaru said:And Falco's throws suck you say? I might have to look at him too. Next thing you know he's gonna need nerfs. Just like everyone else I work on.
Kienamaru said:PK Fire, Dthrow, Fair, fair, fair (ridiculous damage output unless DI'ed). PK Fire, Dthrow, Dair. PK Fire, Dthrow, uair (KO). PK Fire, Dthrow, bair (KO) etc.
Angel ring hitconfirms shields allowing free grabs. It can only be counterplayed by being far enough away to dodge away from Pit OR by jumping over him. Though some high priority attacks can clang, he never outright loses because of it. If he hits it's damage into a free grab. It goes a bit farther than dodge as well, so he has great extended grab range but no penalty on it.I don't personally think Angel Ring is too good
Personally, I think he'd like followups more.Just adjust his dthrow to give better followups, or make one of his throws (Fthrow I guess, doesn't need to be on bthrow although bthrow is kinda lame anyway) KO around like 10-20% sooner. That's all I want out of his throw game - either some real followups or a KO throw.
That means that regardless of your DI, Ness has at least one option from it. He gets a reward regardless of how well you play against him. He lets you choose which option hurts the LEAST for your situation.1) That's why you DI it properly.
2) Meteor cancel or DI it above Ness
3) Only works if DI'd above Ness, and some characters can escape it (Jigglypuff)
4) Pretty sure that only works if DIing behind Ness
Link can't do his nair or uair followup after utilt if you're above what... 60%? Ness 's followups work up until KO percents.Link can dthrow -> utilt -> nair, uair, or fair and then follow up with a bomb or boomerang, which is also damaging and puts them in a bad spot (or utilt KOs). If you read them you also get dthrow -> dair for KOs.
Kienamaru said:Angel ring hitconfirms shields allowing free grabs. It can only be counterplayed by being far enough away to dodge away from Pit OR by jumping over him. Though some high priority attacks can clang, he never outright loses because of it. If he hits it's damage into a free grab. It goes a bit farther than dodge as well, so he has great extended grab range but no penalty on it.
Kienamaru said:That means that regardless of your DI, Ness has at least one option from it. He gets a reward regardless of how well you play against him. He lets you choose which option hurts the LEAST for your situation.
Kienamaru said:Link can't do his nair or uair followup after utilt if you're above what... 60%? Ness 's followups work up until KO percents.
Roll behind Pit and fsmash him (unless you're Ike, then ftilt I guess). Do this enough and they'll think harder about Angel Ringing in.
Tybis said:Angel Ring is shield cancelable at any time, meaning it can instantly be dodged out of. So if Pit really wanted to, he could start using Angel ring for a brief moment and dodge backward to mess you up, or if you're trying to go around/above him he could just roll forward...